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Archived from groups: rec.games.computer.ultima.dragons (More info?)
I was introduced to computer RPGs with Ultima III. Thenmy friends and I
found II and conquered it. When IV and V came out we were blown away each
time as the story and indeed the entire game world got richer and fuller.
However, I haven't actually finished an Ultima since V. For some reason, I
have always had a problem with the way the graphics perspective changed
after V. I always liked the way the earlier Ultimas had the large scale
world map to explore, and then "entering" towns,castles etc. we would be
presented with detail maps to explore. This really gave me a sense that
while towns could be vast and intricate, they occupied a proportional space
in the vast wilderness of Britannia (or Sosaria). I also liked the inclusion
of a separate combat detail screen.(although this could have used quite a
bit of polishing - something more relevant to the current game situation
than the same recycled combat maps determined by the terrain tile you
entered combat from.)
Starting with VI, with everything in one seamless map perspective, mountains
for instance appeared the same size as houses, and indeed your character
looked large enough in proportion to the natural world that he should be
able to vault over a mountain in about three steps or so. Boats take up so
much of the screen that I felt the game lost the sense of exploring vast
oceans.
With the animation of the (now larger size) characters to include detail of
each step taken, I felt that a journey from Britain to Paws, for instance
seemed to be no longer a bit of a trek, but "just up the street" - I mean it
is only about 30 or 40 animated paces away. I always imagined Britain and
LB's Castle at the edge of a great plain leading down from the Serpent's
Spine, situated on the edge of an excellent harbor. But in VI and VII that
castle and town seem to spill out to dominate the entire free land space in
that area, prominently featuring mountain sized buildings.
Don't get me wrong, I liked the actual art concepts behind the graphics. I
would have loved to see the town art from Ultima VII used inside "Town Maps"
to be entered and exited. All the fun details of poking around shops and
rooting around in chests etc. could have been included while preserving the
sense of a properly vast wilderness for adventuring in. Maybe its my D&D
roots, but I enjoy the "Stock up in towns, go forth to explore, slay and
amass treasure, then return to town to resupply / upgrade gear etc."
formula. I felt this formula was better brought to the computer in the
earlier Ultimas. I have many memories of leggin' it to the nearest town,
characters but a few HP from death, with hordes of all-too-powerful monsters
hot on my heels. Ahh, the relief when the safe haven of a town is gained . .
..
Am I crazy to actually prefer the graphics perspective of the earlier games?
Maybe it just comes down to having a soft spot for the first Ultimas I
played.
I was introduced to computer RPGs with Ultima III. Thenmy friends and I
found II and conquered it. When IV and V came out we were blown away each
time as the story and indeed the entire game world got richer and fuller.
However, I haven't actually finished an Ultima since V. For some reason, I
have always had a problem with the way the graphics perspective changed
after V. I always liked the way the earlier Ultimas had the large scale
world map to explore, and then "entering" towns,castles etc. we would be
presented with detail maps to explore. This really gave me a sense that
while towns could be vast and intricate, they occupied a proportional space
in the vast wilderness of Britannia (or Sosaria). I also liked the inclusion
of a separate combat detail screen.(although this could have used quite a
bit of polishing - something more relevant to the current game situation
than the same recycled combat maps determined by the terrain tile you
entered combat from.)
Starting with VI, with everything in one seamless map perspective, mountains
for instance appeared the same size as houses, and indeed your character
looked large enough in proportion to the natural world that he should be
able to vault over a mountain in about three steps or so. Boats take up so
much of the screen that I felt the game lost the sense of exploring vast
oceans.
With the animation of the (now larger size) characters to include detail of
each step taken, I felt that a journey from Britain to Paws, for instance
seemed to be no longer a bit of a trek, but "just up the street" - I mean it
is only about 30 or 40 animated paces away. I always imagined Britain and
LB's Castle at the edge of a great plain leading down from the Serpent's
Spine, situated on the edge of an excellent harbor. But in VI and VII that
castle and town seem to spill out to dominate the entire free land space in
that area, prominently featuring mountain sized buildings.
Don't get me wrong, I liked the actual art concepts behind the graphics. I
would have loved to see the town art from Ultima VII used inside "Town Maps"
to be entered and exited. All the fun details of poking around shops and
rooting around in chests etc. could have been included while preserving the
sense of a properly vast wilderness for adventuring in. Maybe its my D&D
roots, but I enjoy the "Stock up in towns, go forth to explore, slay and
amass treasure, then return to town to resupply / upgrade gear etc."
formula. I felt this formula was better brought to the computer in the
earlier Ultimas. I have many memories of leggin' it to the nearest town,
characters but a few HP from death, with hordes of all-too-powerful monsters
hot on my heels. Ahh, the relief when the safe haven of a town is gained . .
..
Am I crazy to actually prefer the graphics perspective of the earlier games?
Maybe it just comes down to having a soft spot for the first Ultimas I
played.